19th and 20th Century mod

Posted another patch. This one's also pretty small and but it should break your save games because of the changed civ limit. It's attached to the first post. It contains the previous patch so it can be "installed" even if you didn't download the 2.21.
Changes:
-changed Austria-Hungary's adjective to Austrian and short desc to Austria
-fixed Soviet Union naming with Dynamic Civ names
-changed the score board to show the entire civ name
-tweaked leader war rands
 
Okay, 2.23 attached to first post. It contains a CTD fix that appears when converting from Monarchy to any other religion. It also contains my first ever made scenario. (World War I on world map) :D I wish some feedback from it, especially from you Trajan7. ;) :joke:
Here's the changelog:
Spoiler :
-added new button for Absolutism
-swapped heavy and dense industries arts
-changed the dense industry to be little better than heavy (no unhappiness and more hammers)
-changed the machine gun have +25% combat vs mounted units
-changed combustion to require armored vehicles
-changed pre-dreadnought to require only iron
-fixed a CTD when changing from Monarchy to any other religion
-added a World War I scenario
 
Here is a revised norwegian city list with importance during the years 1800 - 2000 more in mind than all-time importance.

Spoiler :
1. Oslo
2. Bergen
3. Trondheim
4. Eidsvoll
5. Narvik
6. Stavanger
7. Tromsø
8. Røros
9. Kristiansand
10. Elverum
11. Lillehammer
12. Ålesund
13. Skien
14. Drammen
15. Bodø
16. Dombås
17. Sarpsborg
18. Tønsberg
19. Fredrikstad
20. Namsos
21. Kirkenes
22. Steinkjer
23. Kongsberg
24. Moss
25. Åndalsnes
26. Alta
27. Kautokeino
28. Longyearbyen
29. Ny-Ålesund
30. Flåklypa


Hope you like this new city list ;)

Thanks, I'm more than 100% sure that you know it better than I do. :D
 
Is the AI for this mod more aggressive than normal? I can barely have a turn go by without someone declaring war on me. Fortunately I'm in a good position defensively so I don't fall over, but it is a bit bizarre, the constant wars.
 
Is the AI for this mod more aggressive than normal? I can barely have a turn go by without someone declaring war on me. Fortunately I'm in a good position defensively so I don't fall over, but it is a bit bizarre, the constant wars.

Hmm, it shouldn't be more aggressive. Unless you're playing the World War I scenario or using the Ruthless AI option. That gameoption might need some more looking.
 
Notice!
The advanced start seems to not work. The AI get free mech infs and bears (! :eek:) in each and every city. I haven't found the source of the error. And because we're currently moving I don't even have that much time to debug it.
I'll post if I find something new.
 
Okay, just wanted to let you know. I have been playing a test game (encountered few CTDs and fixed them) and I must say this propably the best game I have had in a long time. The AI has been quite challenging. I play on noble to see how well AI manages to play and I am supprised. It has been only about 200 turns and three best AIs have almost as many cities as I do, and I lead the game just because I conquered my pacifist neighbor Roosevelt's land. So they're not just pushovers. ;)

Few things to mention:
1) AI city placement:
Spoiler :
The magnificent placement of cities :joke:
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2) "Intelligent" usage of forts:
Spoiler :
This one makes me feel like they know how to use them...
attachment.php

3) Awesome wars with xUPT limit:
Spoiler :
I added the ever popular max units per tile limit. It seemed fun so I decided to test and add it into my mod. The war have been more fun. No more boring SoDs. :whew:
(Ofcourse this new feature is completely optional and easy to change.)
How many of you think I'm going to lose that city? :D
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First want to say I'm loving the mod, always wanted to play a civ game in one era, the ancient would be fun but I'm not dedicated enough to figure how this all works. Picked this one out to get my taste buds warmed up for civ 5. So anyways I have my settings set to a flat map, and for whatever reason, I'm not allowed to have a city within 2 spots of the border of the map. The computers and barbarians have them and if I take one the game crashes. I'm just going to start over and assume the problem isn't there for a map that wraps around! Thanks again for the sweet mod, thats the only thing I have stumbled across!
 
First want to say I'm loving the mod, always wanted to play a civ game in one era, the ancient would be fun but I'm not dedicated enough to figure how this all works. Picked this one out to get my taste buds warmed up for civ 5. So anyways I have my settings set to a flat map, and for whatever reason, I'm not allowed to have a city within 2 spots of the border of the map. The computers and barbarians have them and if I take one the game crashes. I'm just going to start over and assume the problem isn't there for a map that wraps around! Thanks again for the sweet mod, thats the only thing I have stumbled across!

Could you possibly post a save game so I can try to figure out what's crashing it?
I'm clad you like it.
 
sure lets see if i can figure it out....

I'm sorry but I can't debug the error. Visual Studio doesn't show any source code so it means a problem in exe which I can't check. But the good news is that I tested it with the new under development version and I could place cities at the border of the map without crashing. I'll try to release a new version next week.
 
One day when I was test playing my mod and looked how my rifleman attacked a cannon, I noticed that in fact, the rifleman has a bolt action in his rifle. :eek: This would make the tech tree inaccurate. Currently the infantry upgrade tree goes like this:
musketman (doesn't require any techs) -> rifleman (rifling) -> early infantry (bolt action) -> infantry (semi-automatic weapons) -> modern infantry (assault rifles)
That means the rifleman part isn't that accurate. Then, after little researching, I found out semi-automatic weapons would fit the early infantry better. And making the infantry require also assembly line would be IMO more realistic. But moving rifleman (or what ever the name would be) to bolt action, would leave big hole between it and musketman. That would lead to adding a new unit.
So what do you think, leave it as it's or do the changes sound good?
...or just change the art of rifleman. :D
 
Tomorrow my school will start again. :( I have no idea if I have any time to mod in the future, so the tomorrow's release might be the last one. I'll try to keep up the bug fixing and mayby even update some of the components but I guess there won't be any bigger chances or updates. I'll try to finish the last remaining bits I have on my list tomorrow, and then update the first post with the latest features. Thank you all who have been here supporting this mod. And big thanks to veBear, who has done the ideology icons and been our Norway specialist. :clap:

I have really enjoyed my time here, and I have learned soo much about coding. Thank you once again.

PS: I'll try to read the forums as usually as I can and answer your questions. And who knows, mayby you'll see me with Civ V some day. ;)
 
Then there is two things I would like you to change for Norway:...

I added your changes, but didn't notice you posted the pedia text. :( Anyway, 2.3 uploaded. I updated the first page to give some more info and changed the default download from atomicgamer to file front. I will try to post patches if there are bugs but it should run quite smoothly. I guess I'll still have to make one to add that padia text. And mayby if I find some buttons...
 
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